What do i do? I'm on the part right after i give the orb thingy the 5 keys, but then i walked into a chamber and there are these weird creatures that try to kill me and the doors are locked. I keep dieing on them. Help?

Oh yeah, that boss is a fucking bitch lol, sorry bout that. You have to like stay out of the water when they do their electricity thing, but then you have to avoid the big blorb when it turns black and spiky. You kill the boss by using the sparkly energy field thing (X or Z I forget) on his eyes.

Wow this is incredibly addictive! I love the style you've made it in, it's kind of simplistic but detailed at the same time. I liked it in the first level when you were walking along and plants came across your screen in the foreground and things like that, or in the volcano level where there is ash rising in front of you.

It says critique encouraged so I'm just going to give you one suggestion... I'm REALLY sorry if it's been suggested before, but there's quite a lot of comments so I might have missed it I think it might be better if you allow the character to jump while running fast... what I mean is, at the moment when you hold Z you can't jump. You have to stop to jump. I dunno if there's a way you can fix that, but it might make the game play flow better :3

Awesome stuff though! Love the music, the graphics and the sense of humour from the people you talk to ;D

Thanks, I'm glad you appreciate it! :9 It's always nice to get some comments on this, and not just the rainbow line thing.

As for your suggestion, I think that your problem is specific to your computer. I can run and jump here, with the keyboard. Perhaps it would work better for you if you plugged in a controller and used joytokey, I dunno. :9

Haha, yeah it is. Well I dunno, maybe not extremely, but it was quite tricky. Basically it's a bunch of collisiontesting with the whole map and a coordinate relative to the character, and then a variable that tells if she's on the ground or in the air. I used alot of collisiontesting with both of her feet to see if she's on a slope and stuff. Frankly I don't remember exactly how I did it cause there's alot of code to it but here's a script for seeing if she's on a slope to the right. The center x y coordinate of the charactersprite is in the middle of her feet.

if _root.level.hitTest(_root.sprite._x-10, _root.sprite._y, true) == true and _root.level.hitTest(_root.sprite._x+10, _root.sprite._y, true) == false and _root.level.hitTest(_root.sprite._x+10, _root.sprite._y+10, true) == true { //the left foot is touching the ground, the right foot isn't, but there's ground beneath the right foot, so it's a slope! //here we can then put script to make the character sink down into the ground a bit when running to the right so that she won't walk off into the air}

The "true" in the end of the parantheses is just so that the collisiontesting is done with consideration to the exact shape of the level, false makes it so it thinks of the level as a box and then it doesn't work.

Hope that made any sense. You should experiment, you might come up with better ways of doing it.

Anyway in my current platformer project I decided to skip slopes and have a more tilebased leveldesign. I mostly wanted to have slopes just to show that I could, they don't make the game that much better than if you had to jump up staircases. Also it looks a bit weird when the characters feet don't match the surface of the slope, but that could of course be done with a little extra work.